Esempio n. 1
0
    public static Vector3[] Positions4(string worldseed, Vector3i chunk, int maxsize)
    {
        Printer.Log(55, "ZChunk.Positions4 start", worldseed, chunk, maxsize);
        int            len00 = Hashes.Rand(1, maxsize, String.Format("{0}{1}", chunk.x, chunk.z));
        int            len10 = Hashes.Rand(1, maxsize, String.Format("{0}{1}", chunk.x + 1, chunk.z));
        int            len01 = Hashes.Rand(1, maxsize, String.Format("{0}{1}", chunk.x, chunk.z + 1));
        int            len11 = Hashes.Rand(1, maxsize, String.Format("{0}{1}", chunk.x + 1, chunk.z + 1));
        List <Vector3> pos   = new List <Vector3>();

        for (int index = 0; index < maxsize; index++) // todo : 4 boolean to optimize test and break
        {
            if (index < len00)
            {
                pos.Append(ZChunk.Position(Zombiome.worldSeed, chunk, index));
            }
            if (index < len10)
            {
                pos.Append(ZChunk.Position(Zombiome.worldSeed, chunk + new Vector3i(1, 0, 0), index));
            }
            if (index < len01)
            {
                pos.Append(ZChunk.Position(Zombiome.worldSeed, chunk + new Vector3i(0, 0, 1), index));
            }
            if (index < len11)
            {
                pos.Append(ZChunk.Position(Zombiome.worldSeed, chunk + new Vector3i(1, 0, 1), index));
            }
        }
        Printer.Log(55, "ZChunk.Positions4 OK", pos.Count(), pos);
        return(pos.ToArray());
    }
Esempio n. 2
0
        public override IEnumerator<Vector3> Get(Vector3 position) {
            int maxsize = 10;
            Vector3i zchunk = ZChunk.TL4(position);
            bool D0 = false; int L0 = ZChunk.Len(zchunk + ZChunk.adjacents[0], maxsize);
            bool D1 = false; int L1 = ZChunk.Len(zchunk + ZChunk.adjacents[1], maxsize);
            bool D2 = false; int L2 = ZChunk.Len(zchunk + ZChunk.adjacents[2], maxsize);
            bool D3 = false; int L3 = ZChunk.Len(zchunk + ZChunk.adjacents[3], maxsize);

            for (int step=0; step<maxsize; step++) {
                if (! D0 && step > L0) D0 = true;
                if (! D0) yield return ZChunk.Position(Zombiome.worldSeed, zchunk + ZChunk.adjacents[0], step);
                if (! D1 && step > L1) D1 = true;
                if (! D1) yield return ZChunk.Position(Zombiome.worldSeed, zchunk + ZChunk.adjacents[1], step);
                if (! D2 && step > L2) D2 = true;
                if (! D2) yield return ZChunk.Position(Zombiome.worldSeed, zchunk + ZChunk.adjacents[2], step);
                if (! D3 && step > L3) D3 = true;
                if (! D3) yield return ZChunk.Position(Zombiome.worldSeed, zchunk + ZChunk.adjacents[3], step);
                if (D0 && D1 && D2 && D3) break;
            }
        }